namespace Table.DataModel
{
    public class TableRaidRunMapEnemyGroup
    {
        /// <summary>
        ///怪群Id
        /// </summary>
        public int groupId;
        /// <summary>
        ///主线副本话ID
        /// </summary>
        public int episodeId;
        /// <summary>
        ///怪的模型Id
        /// </summary>
        public int modelId;
        /// <summary>
        ///怪的缩放
        /// </summary>
        public double modelScale;
        /// <summary>
        ///出生X
        /// </summary>
        public double bornX;
        /// <summary>
        ///出生Y
        /// </summary>
        public double bornY;
        /// <summary>
        ///出生Z
        /// </summary>
        public double bornZ;
        /// <summary>
        ///出生角度
        /// </summary>
        public double bornFaceTo;
        /// <summary>
        ///转身速度
        /// </summary>
        public double RotateSpeed;
        /// <summary>
        ///喘息时间
        /// </summary>
        public double RestTime;
        /// <summary>
        ///追逐半径
        /// </summary>
        public double PursueR;
        /// <summary>
        ///追逐加速度
        /// </summary>
        public double PursueAcc;
        /// <summary>
        ///追逐速度
        /// </summary>
        public double PursueSpeed;
        /// <summary>
        ///视觉半径
        /// </summary>
        public double ViewR;
        /// <summary>
        ///巡逻速度
        /// </summary>
        public double WanderSpeed;
        /// <summary>
        ///死亡特效
        /// </summary>
        public string DeadParticleId;
        /// <summary>
        ///出生特效
        /// </summary>
        public string BornParticleId;
        /// <summary>
        ///是否是能循环打的怪
        /// </summary>
        public int loopMonster;
        /// <summary>
        ///是否是boss(1是boss,0不是)
        /// </summary>
        public int isBoss;
        /// <summary>
        ///战斗的场景Id
        /// </summary>
        public int fightSceneId;
        /// <summary>
        ///怪群优先级
        /// </summary>
        public int priority;
        /// <summary>
        ///战斗前剧情
        /// </summary>
        public int plotId0;
        /// <summary>
        ///战斗后剧情
        /// </summary>
        public int plotId1;
        /// <summary>
        ///互斥宝箱Id
        /// </summary>
        public int mutexBox;
    }
}
